On Feb 10, 2005, at 1:00 PM,
realbasic-games-request at lists dot realsoftware dot com wrote:
You shouldn't let that constrain your design; you can easily make
your own code ignore the event if you (your code) triggered it
instead of the user.
But as for the menu font and style, that's determined by the system;
I don't believe you have any control over it in the case of a
BevelButton menu.
Yes, indeed, I already managed to get a Popupmenu not to react to its
action event by declaring a new property as boolean and when that
property is true (which happens when the code sets the currently
selected Popupmenu item), its action event handler simply returns
without doing nothing. I just thought that this was, as you later
mention refering to the bevelbutton's menu, fighting its intended
purpose. Since it requieres an extra variable and, God forbid, three
lines of code more, I thought this was less elegant than a
bevelbutton's menu. But since I can't change the font style of the
bevelbutton's menu, I will stick with the Popupmenu. Besides, the bug
of curiosity had already bit me, so I thought I'd put the question out
there anyways.
Finally, since this is a game, you might consider making your own UI
elements. It's more work, but pretty common in games, and guarantees
that your UI will look exactly the way you want it on all platforms.
Yes, that crossed my mind at some point. Basically this means using a
canvas, a combination of different pictures belonging to it and working
with its mousedown and mouseup events, right?
But I am interested firstly in getting the basic functionality of the
user interface working (see what works with the game and what doesn't
fit in) and the build in tools of Realbasic offer a very convenient way
to do that quickly. Looks are a second consideration.
On the other hand, my game has a sort of metal and steal theme to it,
so at least the Mac OS standart windows and interface elements blend in
quite nicely. I am also a bit concerned that custom made UI elements
might require more resources (=memory) and might not be as fast (=
consume more processor cycles) than build in RB-UI elements. And
finally, people who don't play games normally might be put off by new,
unfamiliar looking UI elements. My game is not intended for hard-core
gamers only.
Thanks a lot
Heinz Jose
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